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https://github.com/zeldaret/oot
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Merge branch 'main' into doc/cutscene_index
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@@ -389,12 +389,18 @@ ALIGNED(4) typedef struct PreNmiBuff {
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} PreNmiBuff; // size = 0x18 (actually osAppNMIBuffer is 0x40 bytes large but the rest is unused)
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typedef enum ViModeEditState {
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#if OOT_VERSION < PAL_1_0
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/* -2 */ VI_MODE_EDIT_STATE_NEGATIVE_2 = -2,
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/* -1 */ VI_MODE_EDIT_STATE_NEGATIVE_1,
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/* 0 */ VI_MODE_EDIT_STATE_INACTIVE,
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/* 1 */ VI_MODE_EDIT_STATE_2, // active, more adjustments
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/* 2 */ VI_MODE_EDIT_STATE_3 // active, more adjustments, print comparison with NTSC LAN1 mode
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#else
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/* 0 */ VI_MODE_EDIT_STATE_INACTIVE,
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/* 1 */ VI_MODE_EDIT_STATE_ACTIVE,
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/* 2 */ VI_MODE_EDIT_STATE_2, // active, more adjustments
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/* 3 */ VI_MODE_EDIT_STATE_3 // active, more adjustments, print comparison with NTSC LAN1 mode
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#endif
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} ViModeEditState;
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typedef struct ViMode {
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+7
-6
@@ -146,8 +146,9 @@ typedef struct ActorShape {
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//
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#define ACTOR_FLAG_10 (1 << 10)
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//
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#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
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// A clump of grass (EN_KUSA) has been destroyed.
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// This flag is used to communicate with the spawner actor (OBJ_MURE).
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#define ACTOR_FLAG_GRASS_DESTROYED (1 << 11)
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// Actor will not shake when a quake occurs
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#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
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@@ -155,11 +156,11 @@ typedef struct ActorShape {
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//
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#define ACTOR_FLAG_13 (1 << 13)
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//
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#define ACTOR_FLAG_14 (1 << 14)
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// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
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#define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14)
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//
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#define ACTOR_FLAG_15 (1 << 15)
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// Actor is currently attached to an arrow and flying with it in the air
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#define ACTOR_FLAG_ATTACHED_TO_ARROW (1 << 15)
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// Player automatically accepts a Talk Offer without needing to press the A button.
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// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).
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